GUILayout.Label

static function Label (image : Texture, params options : GUILayoutOption[]) : void

static function Label (text : String, params options : GUILayoutOption[]) : void

static function Label (content : GUIContent, params options : GUILayoutOption[]) : void

static function Label (image : Texture, style : GUIStyle, params options : GUILayoutOption[]) : void

static function Label (text : String, style : GUIStyle, params options : GUILayoutOption[]) : void

static function Label (content : GUIContent, style : GUIStyle, params options : GUILayoutOption[]) : void

Parameters

NameDescription
text Text to display on the label.
image Texture to display on the label.
content Text, image and tooltip for this label.
style The style to use. If left out, the label style from the current GUISkin is used.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.

Description

Make an auto-layout label.

Labels have no user interaction, do not catch mouse clicks and are always rendered in normal style. If you want to make a control that responds visually to user input, use a Box control


Label in the Game View.

JavaScript
    // Draws a texture and a label after the Texture
// using GUILayout.
var tex : Texture;
function OnGUI() {
if(!tex) {
Debug.LogError("Missing texture, assign a texture in the inspector");
}
GUILayout.Label(tex);
GUILayout.Label("This is an sized label");
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Texture tex;
void OnGUI() {
if (!tex)
Debug.LogError("Missing texture, assign a texture in the inspector");

GUILayout.Label(tex);
GUILayout.Label("This is an sized label");
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public tex as Texture

def OnGUI():
if not tex:
Debug.LogError('Missing texture, assign a texture in the inspector')
GUILayout.Label(tex)
GUILayout.Label('This is an sized label')